So a half minute distraction grows into hours of time wasted on your phone?
Genious commentary.
cantibizkit
Creator of
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Thank you for the reply :)
Just to be clear, when I called out the host for using imaginary words, I was overexagerating in an attempt to be funny :)
I think the host is insanely strong right now, often finding words so far outside the normal english dictionary I am often left dumbfounded. I will likely never beat it. It would be fun to have difficulty options where the host had a random chance to pick a suboptimal word. That being said I didnt try the drunk game mode, maybe thats exactly what it is :)
Have fun making games!
Cool game. I adore the title screen it look phenomenal. I believe I am suffering from your framerate bug, because it was near impossible to pass the first level in time. I had to go through many loopholes to try and build up enough boost to even have a chance. Also, either the camera or the hitbox are a bit unintuitive, I often got hit by a laser I was sure I was going to miss.
All in all great subbmission, congrats on entering your first game jam. Hope you had fun.
+PS. Pls check out my game I would be very grateful.
I love TEXT BASED ADVENTURES. it is so fun to take your time and take in the surroundings. Be methodical, check everything, etc. it is very cool.
One note. With text based adventures it is often about trial and failiure. I didn't know that I had to "check" something before interacting with it, resulting with me leaving the axe behind on the very start of my playthrough and having to go back for it, ultimatively wasting commandments. I wish interactables were highlighted, or always mentioned on check. I know this is against the spirit of point and clicks and text based adventures, but with limited moves it seems neccessary, my only other option is to hit my head against the wall until i succseed.
Great game, fun concept, beautiful art, good implementation. Good job!
+Please check out my game I made all the art and I am proud of it :)
This is very well implemented for being cobbled together in a couple of hours. Love the title font omg. Being a non-english speaker, it was enfuriating seeing the host pull absolutely definitively made-up words out of his a**. I scored 5-6 points/round consistently tho so I am happy.
I wish the vowels could repeat in the string.(i am under the impression they cant)
I also wish i would just get a string of 6 consonants and 3 vowels and type, not sure why I get to choose how many of each i get.
All in all cool game, thank you for making it!
+Please rate my game I made all the art and am somewhat prout of it :)
This is such a fun idea. Not only is it competitive, it is also a limited time event, maybe even a one time thing. Wow I am so impressed :)
It is such a unique concept, and it is so perfect for both the theme of the jam, and the nature of a game jam in general.
+Shameless plug for my game. Pls check out i made the art owo.
So. friggin. GOOD!
This is so my game. Very engaging, very fun, very unique. Will come back to it after I rate a few more games, as is my duty as a participant. Graphics are a little lacking, and game language is inconsistent, but it does not deter from the experience. Got to the triple attacker for now, can't wait to beat it later! I could see this expanded into several levels of difficulty, or a larger puzzle-style game.
If you have the time pleasecheck out the game I made art for, Crazy Cardboard Chicken Coop! <33
Great puzzlescript entry. Very fun, very innovative. I found it a bit on the easy side as I explore a lot of different sokobans and love puzzle games, but i feel like the difficulty was never the focus. Congrats on the entry!
Please check out the game I have worked on and made art for, I would appreciate it
<3
Great puzzlescript entry. Very fun, very innovative. I found it a bit on the easy side as I explore a lot of different sokobans and love puzzle games, but i feel like the difficulty was never the focus. Congrats on the entry!
Please check out the game I have worked on and made art for, I would appreciate it
<3
Thanks for responding! The reason I didn't want to include checkpoints can be boiled down to my poor level design. Had I designed the level in such a way that you couldn't get softlocked, or that it at least wasn't so easy to do by accident, I would have implemented a checkpoint system. Now checkpoints feel kind of redundant and unhelpful.
The aesthetic and color scheme of the game are stunning and visually interresting. It is extremley polished and i hadn't encountered any bugs. Very nice!
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Check out a game that I worked on: https://itch.io/jam/gmtk-2020/rate/696638
Great game, cool concept, had some fun playing it. Small bug or change I would like to point out is that sometimes when the frog collects the jump buttin while mere pixels above the floor the jump doesn't register. This has happened to me multiple times since I like to optimize my layouts. Would be cool if the score system was measured in player preformance in comparison to others (think Opus Magnum), counting least objects placed or shortest time until finishline. That would add a new layer of player controlled diff that would be welcome in this style of games.
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Consider checking out our game: https://itch.io/jam/gmtk-2020/rate/696638
Great game, cool concept. Loved the art, loved the cutesy animation, I can see there was a lot of work put into this game. I wpold like to point out that the audio design was fennomenal, seriously outstanding. Although you went for a different theme and feel, I couldn't help but see a lot of inspiration being taken from Celeste, and I congradulate you for that! Great job!
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Chek out a game I worked on: https://itch.io/jam/gmtk-2020/rate/696638
It's a great idea, and it actually works in some pretty interresting ways. Sometimes it felt like it was too easy to just drag the object so that the monsters would get in the heros path. It would be cool if you figured out how to limit or expand that concept, make it more challenging
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Try out our game: https://itch.io/jam/gmtk-2020/rate/696638
Loved the game, shame you didn't elaborate on your idea. All puzzles were pretty straight foward and coud be solved without much thought. I liked the one where the obvious path was going down, but there was no down arrow. Those are the types of levels that I would like to see. Maybe introduce a threat, or let more blocks move in unison, so that you have to use certain arrows twice. Maybe add a key collectible that you have to get to before you go to the finish line, that sort of thing. Nice UI, expecialy colours. It was a bit quiet, try and find some royalty free music in the future, it brings out the best of the game ;3 All in all, really enjayable




